Difference between revisions of "Priest"

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The priest uses holy spell to deal damage and heal people.
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The Priest uses holy spells to deal damage and heal players.
  
 
==Skills and Abilities==
 
==Skills and Abilities==
The graphs below list Starting and Tiers as they're shown in the guild hall.
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The tables below list base values and tiers as they're shown in the guild hall.
As an example, the first upgrade for Consecrated Ground can be bought at a Tier 2 guild hall.
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As an example, the first upgrade for Consecrated Ground can be bought at a Tier 2 guild hall.<br>
 
Every upgrade to a skill costs skill points, which are denoted as stars in the upper-right corner of the screen while in town.
 
Every upgrade to a skill costs skill points, which are denoted as stars in the upper-right corner of the screen while in town.
  
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A short-ranged attack dealing hybrid damage. Every upgrade increases area of impact.
 
A short-ranged attack dealing hybrid damage. Every upgrade increases area of impact.
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
!|Upgrades||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
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!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
|-
 
|-
 
|Damage||8||10||12||14||16||18
 
|Damage||8||10||12||14||16||18
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====Holy Light (Skill 1)====
 
====Holy Light (Skill 1)====
Fires a beam of light that deals magical damage and heals allies by a certain amount.
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Fires a beam of light that deals magical damage and heals allies by a given amount.<br>
 +
The beam has a short charge up time before dealing or healing the maximum amount.
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
!|Upgrades||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
+
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
|-
 
|-
 
|Damage||12||18||24||30||36||42
 
|Damage||12||18||24||30||36||42
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====Consecrated Ground (Skill 2)====
 
====Consecrated Ground (Skill 2)====
A field is placed on the ground that lasts for a few seconds. Enemies in the area take magical damage ticks every second. 25% of the damage dealt is returned to allies in the area as health.
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A field is placed on the ground that lasts for a few seconds. Enemies within in its area take magical damage ticks every half second.<br>
 +
25% of the damage dealt is returned to allies standing within the area as health. This heal ''is'' affected by the Priest's Remedy.
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
!|Upgrades||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
+
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
|-
 
|-
 
|Damage||N/A||N/A||16||24||32||40
 
|Damage||N/A||N/A||16||24||32||40
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====Aura of Purification (Skill 3)====
 
====Aura of Purification (Skill 3)====
The priest radiates an aura that slows and lowers the damage of all nearby enemies. While the aura is active, the priest's mana regen is reduced significantly.
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The priest radiates an aura that slows and lowers the damage of all nearby enemies.<br>
 +
While the aura is active, the Priest's mana regen is reduced significantly.
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
!|Upgrades||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
+
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
|-
 
|-
 
|Enemy Reduc.||N/A||N/A||N/A||30%||40%||50%
 
|Enemy Reduc.||N/A||N/A||N/A||30%||40%||50%
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====Divine Protection (Passive 1)====
 
====Divine Protection (Passive 1)====
The shield absorbs a portion of incoming damage, and costs some mana per damage absorbed.
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The shield absorbs a portion of incoming damage, and costs some mana per damage absorbed.<br>
 +
[[Encounters#Monoliths|Endless Potential]] makes this shield free.
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
!|Upgrades||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
+
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
|-
 
|-
 
|Absorption||N/A||30%||35%||40%||45%||50%
 
|Absorption||N/A||30%||35%||40%||45%||50%
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The priest regains health more effectively from all sources.
 
The priest regains health more effectively from all sources.
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
!|Upgrades||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
+
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
|-
 
|-
 
|Effectiveness||N/A||N/A||50%||100%||150%||200%
 
|Effectiveness||N/A||N/A||50%||100%||150%||200%
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Multiple orbs rotate around the priest that fire small beams of holy light, dealing magical damage.
 
Multiple orbs rotate around the priest that fire small beams of holy light, dealing magical damage.
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
!|Upgrades||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
+
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
|-
 
|-
 
|Orbs||N/A||N/A||N/A||N/A||2||3
 
|Orbs||N/A||N/A||N/A||N/A||2||3

Revision as of 21:03, 29 June 2018

The Priest uses holy spells to deal damage and heal players.

Skills and Abilities

The tables below list base values and tiers as they're shown in the guild hall. As an example, the first upgrade for Consecrated Ground can be bought at a Tier 2 guild hall.
Every upgrade to a skill costs skill points, which are denoted as stars in the upper-right corner of the screen while in town.

Priest skills
Smite Holy Light Consecrated Ground Aura of Purification Divine Protection Remedy Celestial Orbs

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Smite (Primary Attack)

A short-ranged attack dealing hybrid damage. Every upgrade increases area of impact.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Damage 8 10 12 14 16 18
Star Cost N/A 3 4 5 6 8

Holy Light (Skill 1)

Fires a beam of light that deals magical damage and heals allies by a given amount.
The beam has a short charge up time before dealing or healing the maximum amount.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Damage 12 18 24 30 36 42
Heal 2 3 4 5 6 7
Mana Cost 3 4 5 6 7 8
Star Cost N/A 3 4 5 6 8

Consecrated Ground (Skill 2)

A field is placed on the ground that lasts for a few seconds. Enemies within in its area take magical damage ticks every half second.
25% of the damage dealt is returned to allies standing within the area as health. This heal is affected by the Priest's Remedy.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Damage N/A N/A 16 24 32 40
Duration N/A N/A 5 5.5 6 6.5
Mana Cost N/A N/A 45 60 75 90
Star Cost N/A N/A 5 6 8 10

Aura of Purification (Skill 3)

The priest radiates an aura that slows and lowers the damage of all nearby enemies.
While the aura is active, the Priest's mana regen is reduced significantly.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Enemy Reduc. N/A N/A N/A 30% 40% 50%
Mana Reduc. N/A N/A N/A 90% 70% 50%
Mana Cost N/A N/A N/A 50 60 70
Star Cost N/A N/A N/A 7 9 12

Divine Protection (Passive 1)

The shield absorbs a portion of incoming damage, and costs some mana per damage absorbed.
Endless Potential makes this shield free.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Absorption N/A 30% 35% 40% 45% 50%
Mana/Damage N/A 4 2 1 .75 .5
Star Cost N/A 2 3 4 5 6

Remedy (Passive 2)

The priest regains health more effectively from all sources.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Effectiveness N/A N/A 50% 100% 150% 200%
Star Cost N/A N/A 4 5 6 8

Celestial Orbs (Passive 3)

Multiple orbs rotate around the priest that fire small beams of holy light, dealing magical damage.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Orbs N/A N/A N/A N/A 2 3
Damage N/A N/A N/A N/A 8 12
Star Cost N/A N/A N/A N/A 10 15

Stats

The player starts off at level 1. Every time the Priest levels up, stat boosts are gained.
What differs the Priest from other classes is the high HP regen per level, double that of any other class.
The priest is also the best healer out of all the classes as he doesn't need to stop attacking to heal other players.
However the healer cannot directly heal himself, he must use Consecrated Ground to self-heal.

To get stats at a given level, use the equation "X = Scaling * (Level-1) + Level_1_Stats"

Attribute values by level
Attribute Health Mana Health Regen Mana Regen Armor Resistance
Level 1 30 70 0.00 1.9 0 3.0
Scaling per Level +5 +10 +0.05 +0.1 0 +0.2
Level 2 35 80 0.05 2.0 0 3.2
Level 3 40 90 0.10 2.1 0 3.4
Level 4 45 100 0.15 2.2 0 3.6
Level 5 50 110 0.20 2.3 0 3.8
Level 10 75 160 0.45 2.8 0 4.8
Level 15 100 210 0.70 3.3 0 5.8
Level 20 125 260 0.95 3.8 0 6.8
Level 25 150 310 1.20 4.3 0 7.8
Level 30 175 360 1.45 4.8 0 8.8